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Contact Name
Sudianto
Contact Email
diedee23@gmail.com
Phone
+6285317777552
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regresi.papanda@gmail.com
Editorial Address
Jl. Majalengka-Rajagaluh No.2, Kec. Cigasong, Kab. Majalengka, Jawa Barat 45476
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INDONESIA
REGRESI: Journal of Mathematics Education and Application
Published by Papanda Publisher
ISSN : -     EISSN : 31101046     DOI : https://doi.org/10.56916/regresi.v1i2
Core Subject : Science, Education,
REGRESI: Journal of Mathematics Education and Application (ISSN: 3110-1046) is a peer-reviewed scientific journal published regularly to provide a platform for disseminating research findings and studies in the fields of applied mathematics and mathematics education. The journal aims to serve as an academic forum for researchers, lecturers, students, and practitioners to publish their contributions related to the development of theory, application, and mathematics learning. All submitted articles undergo a peer-review process to ensure the quality and originality of the research. Topics in mathematics education include curriculum and instructional material development, learning media, teaching models and strategies, assessment and evaluation, ethnomathematics, and the use of technology in teaching mathematics. The mathematics field covers pure and applied mathematics, statistics, mathematical computation, and the application of mathematics in science and technology. REGRESI is an open-access journal published twice a year (June and December). We accept articles from authors around the world, focusing on topics related to applied mathematics and mathematics education.
Articles 5 Documents
Search results for , issue "Vol. 1 No. 2 (2025)" : 5 Documents clear
Pemanfaatan Desmos untuk Meningkatkan Hasil Belajar Siswa dalam Pembelajaran Matematika Fitri Indriyani; Sudianto Sudianto
REGRESI: Journal of Mathematics Education and Application Vol. 1 No. 2 (2025)
Publisher : Papanda Publisher

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.56916/regresi.v1i2.3706

Abstract

The Desmos application, as a web-based interactive graphing calculator, has been widely used in mathematics education to dynamically help visualize abstract concepts. However, studies that systematically summarize the effectiveness of Desmos in various learning contexts in Indonesia are still limited. This study aims to analyze the effectiveness of using Desmos in improving students' learning outcomes, critical thinking skills, and learning interest thru a Systematic Literature Review (SLR) approach. A total of 15 articles published between 2020 and 2025, discussing the implementation of Desmos in mathematics learning at the junior and senior high school levels, were systematically analyzed. The study results indicate that consistent use of Desmos is associated with improved learning outcomes and critical thinking skills in students, with learning mastery ranging from 75–90% and N-Gain in the medium to high category. Additionally, students showed a positive response to Desmos-assisted learning, and the developed learning materials were deemed valid and practical. Integrating Desmos with innovative learning models such as Problem-Based Learning, Creative Problem Solving, and Realistic Mathematics Education strengthens student engagement and understanding. Overall, Desmos has the potential to be an effective technology-based medium fr learning mathematics.
Efektivitas Media Pembelajaran Digital pada Pembelajaran Matematika SMP Isma Nurhasanah
REGRESI: Journal of Mathematics Education and Application Vol. 1 No. 2 (2025)
Publisher : Papanda Publisher

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.56916/regresi.v1i2.3707

Abstract

Mathematics learning often faces problems such as students’ low conceptual understanding, motivation, and learning outcomes, mainly due to the abstract nature of the material and the continued use of conventional teaching methods. One alternative solution that has been widely studied is the use of digital-based learning media. This study aims to systematically analyze research findings related to the use of digital learning media in mathematics education. The method employed in this study is a Systematic Literature Review (SLR) by analyzing 12 relevant national journal articles. The articles were selected based on criteria including topic relevance, research methodology, and a focus on digital-based mathematics learning. The results of the review indicate that the use of digital learning media generally has a positive impact on mathematics learning, particularly in improving conceptual understanding, motivation, activeness, and learning outcomes of junior high school students. Digital media also help students visualize abstract mathematical concepts, making learning more meaningful. However, several challenges are still found in its implementation, such as limited infrastructure, teacher readiness, and access to technology. Based on these findings, it can be concluded that digital learning media have great potential to improve the quality of mathematics learning when supported by careful planning and teachers’ competence in utilizing educational technology..
Pengaruh Media Pembelajaran Gamifikasi Berbasis ICT Terhadap Kemampuan Pemahaman Matematis Siswa SMP Khairunnisa Khairunnisa
REGRESI: Journal of Mathematics Education and Application Vol. 1 No. 2 (2025)
Publisher : Papanda Publisher

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.56916/regresi.v1i2.3708

Abstract

The development of information and communication technology (ICT) has driven innovation in mathematics learning, one of which is through the use of gamification-based learning media. This study aims to identify the effect of ICT-based gamification learning media on students' understanding of mathematical concepts at the junior high school level. The research method used is SLR (Systematic Literature Review). Ten national journal articles were used in this study, all of which met the criteria set by the researcher and were published between 2018 and 2025. Examples of ICT learning media platforms in this article include Kahoot!, Quizizz, Word wall, Math Bilbul, and other platforms. Based on the literature review, it was found that the use of ICT-based gamified learning media can improve students' mathematical understanding. This is because it can attract attention, increase motivation, and encourage students to play an active role in understanding the learning material. Based on the analysis results, it can be concluded that ICT-based gamified learning media has the potential to be an innovative alternative in mathematics learning to improve students' understanding of mathematical concepts.
Penerapan Model Problem-Based Learning terhadap Kemampuan Berpikir Kritis Matematis Siswa Sudarmono Sudarmono
REGRESI: Journal of Mathematics Education and Application Vol. 1 No. 2 (2025)
Publisher : Papanda Publisher

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.56916/regresi.v1i2.3725

Abstract

This study aims to analyze the effect of implementing the Problem-Based Learning (PBL) model on students’ mathematical critical thinking skills. Critical thinking is one of the essential competencies in mathematics education, as it plays a significant role in developing analytical skills, evaluation, logical reasoning, and evidence-based decision-making. However, mathematics instruction in schools still tends to focus on procedural learning and memorization, providing limited opportunities for students to develop higher-order thinking skills. This research employed a quantitative approach with a quasi-experimental design using a pretest–posttest control group design. The research sample consisted of two classes: an experimental class that received instruction through the PBL model and a control class that was taught using conventional methods. The research instrument was a mathematical critical thinking test that had been validated and tested for reliability. The data were analyzed using inferential statistical tests, specifically the independent samples t-test, to determine differences in improvement between the two groups. The results indicate that the implementation of the PBL model has a significant effect on improving students’ mathematical critical thinking skills. Students who learned through PBL demonstrated greater improvement compared to those who received conventional instruction. These findings suggest that the PBL model is effective in encouraging students to actively identify problems, analyze information, and systematically construct solutions in mathematics learning.
Pengaruh Media Animasi Interaktif terhadap Kemampuan Visualisasi Matematis Siswa Siti Nurseha
REGRESI: Journal of Mathematics Education and Application Vol. 1 No. 2 (2025)
Publisher : Papanda Publisher

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.56916/regresi.v1i2.3726

Abstract

This study aims to analyze the effect of using interactive animation media on students’ mathematical visualization ability. Mathematical visualization ability is one of the essential competencies in mathematics learning, as it plays a significant role in helping students understand abstract concepts through visual representations, images, and dynamic models. However, in conventional teaching practices, students often experience difficulties in constructing mental representations of mathematical objects. This research employed a quantitative approach with a quasi-experimental design using a pretest–posttest control group design. The subjects of the study were students from a secondary school who were divided into an experimental class and a control class. The research instrument consisted of a mathematical visualization ability test that had been validated and tested for reliability. The data were analyzed using inferential statistical tests to determine differences in improvement between the two groups. The results indicate that the use of interactive animation media has a significant effect on improving students’ mathematical visualization ability. Students who learned through interactive animation media showed greater improvement compared to those who learned using conventional methods. These findings suggest that interactive animation media are effective in helping students develop visual and spatial understanding of mathematical concepts and can therefore be recommended as an innovative alternative instructional medium in schools

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